2 #include <SDL2/SDL_mixer.h>
3 #include "system/stacktrace.h"
7 #include "game/level.h"
8 #include "game/sound_samples.h"
9 #include "game/level_picker.h"
10 #include "system/log.h"
11 #include "system/lt.h"
12 #include "system/nth_alloc.h"
13 #include "ui/console.h"
14 #include "ui/edit_field.h"
15 #include "system/str.h"
16 #include "ebisp/builtins.h"
17 #include "broadcast.h"
18 #include "sdl/texture.h"
20 typedef enum Game_state {
21 GAME_STATE_RUNNING = 0,
24 GAME_STATE_LEVEL_PICKER,
34 LevelPicker *level_picker;
36 Sound_samples *sound_samples;
39 SDL_Renderer *renderer;
40 SDL_Texture *texture_cursor;
45 Game *create_game(const char *level_folder,
46 const char *sound_sample_files[],
47 size_t sound_sample_files_count,
48 SDL_Renderer *renderer)
50 trace_assert(level_folder);
52 Lt *const lt = create_lt();
57 Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
63 game->state = GAME_STATE_LEVEL_PICKER;
65 game->broadcast = PUSH_LT(
67 create_broadcast(game),
69 if (game->broadcast == NULL) {
75 create_sprite_font_from_file(
76 "images/charmap-oldschool.bmp",
79 if (game->font == NULL) {
83 game->level_picker = PUSH_LT(
88 destroy_level_picker);
89 if (game->level_picker == NULL) {
95 game->sound_samples = PUSH_LT(
99 sound_sample_files_count),
100 destroy_sound_samples);
101 if (game->sound_samples == NULL) {
105 game->camera = PUSH_LT(
107 create_camera(renderer, game->font),
109 if (game->camera == NULL) {
113 game->console = PUSH_LT(
115 create_console(game->broadcast, game->font),
117 if (game->console == NULL) {
121 game->renderer = renderer;
122 game->texture_cursor = PUSH_LT(
124 texture_from_bmp("images/cursor.bmp", renderer),
132 void destroy_game(Game *game)
135 RETURN_LT0(game->lt);
138 int game_render(const Game *game)
142 switch(game->state) {
143 case GAME_STATE_RUNNING:
144 case GAME_STATE_PAUSE: {
145 if (level_render(game->level, game->camera) < 0) {
149 SDL_Rect src = {0, 0, 32, 32};
150 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
151 if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {
156 case GAME_STATE_CONSOLE: {
157 if (level_render(game->level, game->camera) < 0) {
161 if (console_render(game->console, game->renderer) < 0) {
166 case GAME_STATE_LEVEL_PICKER: {
167 if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
171 SDL_Rect src = {0, 0, 32, 32};
172 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
173 if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {
178 case GAME_STATE_QUIT: break;
184 int game_sound(Game *game)
186 switch (game->state) {
187 case GAME_STATE_RUNNING:
188 case GAME_STATE_PAUSE:
189 case GAME_STATE_CONSOLE:
190 return level_sound(game->level, game->sound_samples);
191 case GAME_STATE_LEVEL_PICKER:
192 case GAME_STATE_QUIT:
199 int game_update(Game *game, float delta_time)
202 trace_assert(delta_time > 0.0f);
204 switch (game->state) {
205 case GAME_STATE_RUNNING: {
206 if (level_update(game->level, delta_time) < 0) {
210 if (level_enter_camera_event(game->level, game->camera) < 0) {
216 case GAME_STATE_CONSOLE: {
217 if (level_update(game->level, delta_time) < 0) {
221 if (level_enter_camera_event(game->level, game->camera) < 0) {
225 if (console_update(game->console, delta_time) < 0) {
230 case GAME_STATE_LEVEL_PICKER: {
231 if (level_picker_update(game->level_picker, delta_time) < 0) {
235 if (level_picker_enter_camera_event(game->level_picker, game->camera) < 0) {
239 const char *level_folder = level_picker_selected_level(game->level_picker);
241 if (level_folder != NULL) {
242 if (game->level == NULL) {
243 game->level = PUSH_LT(
245 create_level_from_file(level_folder, game->broadcast),
248 game->level = RESET_LT(
251 create_level_from_file(level_folder, game->broadcast));
254 if (game->level == NULL) {
258 game->state = GAME_STATE_RUNNING;
263 case GAME_STATE_PAUSE:
264 case GAME_STATE_QUIT:
272 static int game_event_pause(Game *game, const SDL_Event *event)
277 switch (event->type) {
279 game->state = GAME_STATE_QUIT;
283 switch (event->key.keysym.sym) {
285 game->state = GAME_STATE_RUNNING;
286 camera_toggle_blackwhite_mode(game->camera);
287 sound_samples_toggle_pause(game->sound_samples);
290 camera_toggle_debug_mode(game->camera);
291 level_toggle_debug_mode(game->level);
297 return level_event(game->level, event);
300 static int game_event_running(Game *game, const SDL_Event *event)
305 switch (event->type) {
307 game->state = GAME_STATE_QUIT;
311 switch (event->key.keysym.sym) {
313 const char *level_filename = level_picker_selected_level(game->level_picker);
315 log_info("Reloading the level from '%s'...\n", level_filename);
317 game->level = RESET_LT(
320 create_level_from_file(
324 if (game->level == NULL) {
325 log_fail("Could not reload level %s\n", level_filename);
326 game->state = GAME_STATE_QUIT;
330 camera_disable_debug_mode(game->camera);
334 if (level_reload_preserve_player(game->level, game->broadcast) < 0) {
335 log_fail("Could not reload level\n");
336 game->state = GAME_STATE_QUIT;
342 game->state = GAME_STATE_PAUSE;
343 camera_toggle_blackwhite_mode(game->camera);
344 sound_samples_toggle_pause(game->sound_samples);
348 camera_toggle_debug_mode(game->camera);
349 level_toggle_debug_mode(game->level);
354 switch (event->key.keysym.sym) {
357 SDL_StartTextInput();
358 game->state = GAME_STATE_CONSOLE;
359 console_slide_down(game->console);
363 case SDL_MOUSEMOTION:
364 game->cursor_x = event->motion.x;
365 game->cursor_y = event->motion.y;
369 return level_event(game->level, event);
372 static int game_event_console(Game *game, const SDL_Event *event)
374 switch (event->type) {
376 game->state = GAME_STATE_QUIT;
380 switch (event->key.keysym.sym) {
383 game->state = GAME_STATE_RUNNING;
392 return console_handle_event(game->console, event);
395 static int game_event_level_picker(Game *game, const SDL_Event *event)
400 switch (event->type) {
402 game->state = GAME_STATE_QUIT;
405 case SDL_MOUSEMOTION:
406 game->cursor_x = event->motion.x;
407 game->cursor_y = event->motion.y;
413 return level_picker_event(game->level_picker, event);
416 int game_event(Game *game, const SDL_Event *event)
421 switch (game->state) {
422 case GAME_STATE_RUNNING:
423 return game_event_running(game, event);
425 case GAME_STATE_PAUSE:
426 return game_event_pause(game, event);
428 case GAME_STATE_CONSOLE:
429 return game_event_console(game, event);
431 case GAME_STATE_LEVEL_PICKER:
432 return game_event_level_picker(game, event);
441 int game_input(Game *game,
442 const Uint8 *const keyboard_state,
443 SDL_Joystick *the_stick_of_joy)
446 trace_assert(keyboard_state);
448 switch (game->state) {
449 case GAME_STATE_QUIT:
450 case GAME_STATE_PAUSE:
451 case GAME_STATE_CONSOLE:
454 case GAME_STATE_RUNNING:
455 return level_input(game->level, keyboard_state, the_stick_of_joy);
457 case GAME_STATE_LEVEL_PICKER:
458 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
464 int game_over_check(const Game *game)
466 return game->state == GAME_STATE_QUIT;
470 game_send(Game *game, Gc *gc, struct Scope *scope,
477 const char *target = NULL;
478 struct Expr rest = void_expr();
479 struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
484 if (strcmp(target, "level") == 0) {
485 return level_send(game->level, gc, scope, rest);
486 } else if (strcmp(target, "menu") == 0) {
487 level_picker_clean_selection(game->level_picker);
488 game->state = GAME_STATE_LEVEL_PICKER;
489 return eval_success(NIL(gc));
492 return unknown_target(gc, "game", target);